//============================================================================= // KFWeap_Rifle_Winchester1894 //============================================================================= // A Model 1894 Winchester Rifle //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC //============================================================================= class KFWeap_Rifle_Winchester1894 extends KFWeap_RifleBase; defaultproperties { // Inventory / Grouping InventorySize=4 //5 GroupPriority=25 WeaponSelectTexture=Texture2D'wep_ui_winchester_tex.UI_WeaponSelect_Winchester' AssociatedPerkClasses(0)=class'KFPerk_Sharpshooter' AssociatedPerkClasses(1)=class'KFPerk_Gunslinger' // FOV MeshFOV=65 MeshIronSightFOV=45 PlayerIronSightFOV=65 // Depth of field DOF_FG_FocalRadius=50 DOF_FG_MaxNearBlurSize=3.5 // Content PackageKey="Winchester" FirstPersonMeshName="WEP_1P_Winchester_MESH.Wep_1stP_Winchester_Rig" FirstPersonAnimSetNames(0)="WEP_1P_Winchester_ANIM.Wep_1stP_Winchester_Anim" PickupMeshName="WEP_3P_Winchester_MESH.Wep_LAR1894_Pickup" AttachmentArchetypeName="wep_winchester_arch.Wep_Winchester_3P" MuzzleFlashTemplateName="wep_winchester_arch.Wep_Winchester_MuzzleFlash" // Ammo MagazineCapacity[0]=12 SpareAmmoCapacity[0]=84 //84 InitialSpareMags[0]=4 //3 bCanBeReloaded=true bReloadFromMagazine=false // Zooming/Position PlayerViewOffset=(X=8.0,Y=7,Z=-3.5) IronSightPosition=(X=0,Y=0,Z=0) // AI warning system bWarnAIWhenAiming=true AimWarningDelay=(X=0.4f, Y=0.8f) AimWarningCooldown=0.0f // Recoil maxRecoilPitch=500 minRecoilPitch=400 maxRecoilYaw=150 minRecoilYaw=-150 RecoilRate=0.08 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=1250 RecoilMinPitchLimit=64785 RecoilISMaxYawLimit=50 RecoilISMinYawLimit=65485 RecoilISMaxPitchLimit=500 RecoilISMinPitchLimit=65485 RecoilViewRotationScale=0.6 IronSightMeshFOVCompensationScale=1.5 // DEFAULT_FIREMODE FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle' FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Winchester1894' InstantHitDamage(DEFAULT_FIREMODE)=80 //105 InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Winchester' FireInterval(DEFAULT_FIREMODE)=0.4 // 70 RPM 0.85 0.75 0.45 Spread(DEFAULT_FIREMODE)=0.007 PenetrationPower(DEFAULT_FIREMODE)=1.5 FireOffset=(X=25,Y=3.0,Z=-2.5) // ALT_FIREMODE FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None // Custom animations FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3) BonesToLockOnEmpty=(RW_Hammer) bHasFireLastAnims=true // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Winchester' InstantHitDamage(BASH_FIREMODE)=25 // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Winchester.Play_WEP_SA_Winchester_Fire_Single_M', FirstPersonCue=AkEvent'WW_WEP_SA_Winchester.Play_WEP_SA_Winchester_Fire_Single_S') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_Winchester.Play_WEP_SA_Winchester_Handling_DryFire' EjectedShellForegroundDuration=1.5f // Attachments bHasIronSights=true bHasFlashlight=false WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil' // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.6f,IncrementWeight=1) //WeaponUpgrades[2]=(IncrementDamage=1.9f,IncrementWeight=2) //WeaponUpgrades[3]=(IncrementDamage=2.3f,IncrementWeight=3) //WeaponUpgrades[4]=(IncrementDamage=2.5f,IncrementWeight=4) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f), (Stat=EWUS_Weight, Add=1))) WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.9f), (Stat=EWUS_Weight, Add=2))) WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=2.3f), (Stat=EWUS_Weight, Add=3))) WeaponUpgrades[4]=(Stats=((Stat=EWUS_Damage0, Scale=2.5f), (Stat=EWUS_Weight, Add=4))) }